Norbert wrote:
David, at a random position in the code, assuming Char is the kid there, how can I calculate the center of the kid?
With my limited knowledge of the SDLPoP code, the best I could come up with is: (Char.x - 50) * 2

Norbert wrote:
Also, I'm aware that it depends on the width of the current prince frame.
If I'd know the width of that frame and the location the prince is drawn, I could, of course, easily calculate the center.

The (half of the) width is loaded for purposes of collision detection into a global variable: char_width_half = (image->w + 1) / 2;
That would be something like:

Norbert wrote:Not a very useful feature.
Maybe it's entertaining to see subtle play style differences between players.
Actually, it might help players understand how difficult tricks are being performed.

Thanks for reporting. Coincidentally, I ran into this bug a few days ago and fixed it here already:https://github.com/NagyD/SDLPoP/pull/12 ... 605207394f
The bug could cause a crash if there are no path separator characters '/' or '\' in argv[0]. This happened to me while I was trying to load a replay file directly from within a command prompt on Windows -- g_argv[0] was just "prince", so the for-loop would run infinitely (until segfaulting somewhere).

Save dialog for recordings (pull request, commit)
Ctrl+Tab can now also start a recording straight from the title screen. (commit)
Multi-level replays finally seem to work correctly. So it is now possible to capture full playthroughs from beginning to end. (commit 1, commit 2)
Added skipping forward through replays: press F to skip to the next room, press Shift+F to skip to the next level in the replay. (commit)
The skipping feature also allows for validating an entire replay from the command-line. (commit)

Example output when validating a replay using a command like so: prince validate "replays/replay.p1r"

Norbert wrote:Not a very useful feature.
Maybe it's entertaining to see subtle play style differences between players.
Actually, it might help players understand how difficult tricks are being performed.

It shows which keys are currently pressed.

It's quite interesting to see, particularly when the key overlay is centered on the prince.
I think I found a minor bug: the position of the key overlay jumps to the shadow, whenever the shadow is on-screen.
Maybe, in that part of the code, Char does not point to the kid when the shadow is active?

Falcury wrote:https://github.com/NagyD/SDLPoP/pull/12 ... 605207394f
The bug could cause a crash if there are no path separator characters '/' or '\' in argv[0]. This happened to me while I was trying to load a replay file directly from within a command prompt on Windows -- g_argv[0] was just "prince", so the for-loop would run infinitely (until segfaulting somewhere).

I remember I ran into this (or maybe something similar) and even fixed it... I guess I did not commit it?